Files
jpolo1224 069f8a44f3 Android 2.6.5.1: Local Link LAN play, async GS readback, pause/rotation/settings fixes
Crash and correctness
- Fix a crash when backgrounding the app mid-game: onPause flushed the Vulkan
  pipeline cache from the UI thread while the GS thread was creating pipelines
  into the same VkPipelineCache. Vulkan requires that handle to be externally
  synchronised, so this was a driver-level data race and crashed on Adreno and
  Xclipse alike. The flush now runs on the GS thread, posted via the CPU thread
  so it does not race the EE-owned MTGS ring.
- Fix an unbounded out-of-bounds vertex read in the GSRendererHW sprite-merge
  paving path: the inner loop advanced i instead of j, so j stayed loop-invariant
  and the scan walked past m_vertex->tail.
- Fix per-game settings being silently ignored: gamesettings/<serial>_<CRC>.ini
  loads into a higher-priority layer than anything the app writes, and saves made
  from the library never regenerated it, so any key already in that file
  overrode the user permanently. Only the category-Reset path rewrote it, which
  is why Reset appeared to be the only thing that worked.
- Fix screen rotation: the BIOS followed the launcher rotation instead of the
  renderer's (it has no GameInfo, and the tier was keyed on that), and the
  launcher stayed locked in a game's orientation after exit because the cleanup
  lived only inside stop()'s vmRunLoopActive-guarded branch, which loses a race
  against the VM thread's own finally. Rotation tier is now an explicit flag and
  the cleanup runs on every terminal path.
- Discard the Vulkan pipeline blob whenever the SPIR-V cache is discarded. It was
  validated only against the device header (vendor/device/pipelineCacheUUID),
  which is identical across an app update, so a SHADER_CACHE_VERSION bump kept
  every pipeline built from the old shaders and nothing pruned it.
- Make eeRecExitRequested atomic: it was a plain bool written from the JNI thread
  and read on the CPU thread.
- OpenGL: restore GL_PACK_ALIGNMENT after readback, add the missing memory
  barrier after the CAS dispatch, and initialise GLState::depth_mask to GL's
  actual default.
- DEV9: log the GetNetAdapter default: bail and the InitNet skip. Both returned
  silently, so a settings mistake surfaced as missing hardware three layers away.

Local Link (new)
- New DEV9 backend bridging emulated PS2 Ethernet between devices over
  authenticated local UDP, so games with a built-in LAN / System Link mode can
  play together. Ported from EmuCoreX (sashkinbro) with the wire format
  unchanged, so peers remain compatible across both forks.
- Network mode picker (Online / Host / Join), host address readout, auto-derived
  peer ids, generated room codes, hostname support alongside numeric IPv4, and a
  link to the supported-games list. Fully controller-navigable.

Performance
- Asynchronous hardware download mode (experimental, opt-in): non-blocking
  GPU->CPU readback so the EE thread no longer waits on the GS thread. Ported
  from EmuCoreX. Appending Asynchronous to GSHardwareDownloadMode makes the enum
  non-ordered, so the relational comparisons on it are replaced with
  IsHardwareDownloadReadbackEnabled / IsHardwareDownloadEEThreadRead.
- Affinity Control Mode (experimental, opt-in): EE/VU/GS priority orders plus a
  Performance Cores mode. Android otherwise leaves these threads unpinned.
- Raise the texture-replacement cache ceiling from 6 to 16 GB; RAM/2 remains the
  real limiter, so this only binds at 12 GB RAM and up.
- Low Latency frame pacing is no longer the default, with a one-time migration
  for installs that took the earlier flip.

Features
- Auto renderer resolves to Vulkan HW on Adreno.
- Auto Progressive Scan (per-game): holds Triangle+Cross through boot.
- OLED black as a modifier over any accent colour, including Custom and RGB.
- Optional system keyboard instead of the built-in on-screen one.

Game compatibility
- Everybody's Golf 4 / Hot Shots Golf Fore! hwDownloadMode across all regions
  (PR #421, XDarkFallenX).
- Delta Force: Black Hawk Down (PR #401, XDarkFallenX).
- Reduced input latency and input handling improvements (PR #403, Splaser).

RetroAchievements
- Inject the client version from a build-time secret kept out of public source,
  with a stock-PCSX2 fallback for secret-less builds, so third parties cannot
  copy the client identity. Covers the iOS token too.
2026-07-25 00:48:56 -04:00

96 lines
3.0 KiB
C++

// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#pragma once
#include "GS.h"
#include "common/Threading.h"
#include <functional>
/////////////////////////////////////////////////////////////////////////////
// MTGS Threaded Class Declaration
// Uncomment this to enable the MTGS debug stack, which tracks to ensure reads
// and writes stay synchronized. Warning: the debug stack is VERY slow.
//#define RINGBUF_DEBUG_STACK
namespace MTGS
{
using AsyncCallType = std::function<void()>;
enum class Command : u32
{
GIFPath1,
GIFPath2,
GIFPath3,
VSync,
Freeze,
Reset, // issues a GSreset() command.
SoftReset, // issues a soft reset for the GIF
GSPacket,
MTVUGSPacket,
InitAndReadFIFO,
AsyncReadFIFO,
AsyncCall,
};
struct FreezeData
{
freezeData* fdata;
s32 retval; // value returned from the call, valid only after an mtgsWaitGS()
};
const Threading::ThreadHandle& GetThreadHandle();
bool IsOpen();
/// Starts the thread, if it hasn't already been started.
void StartThread();
/// Fully stops the thread, closing in the process if needed.
void ShutdownThread();
/// Re-presents the current frame. Call when things like window resizes happen to re-display
/// the current frame with the correct proportions. Should only be called from the CPU thread.
void PresentCurrentFrame();
/// Waits for the GS to empty out the entire ring buffer contents.
void WaitGS(bool syncRegs = true, bool weakWait = false, bool isMTVU = false);
void ResetGS(bool hardware_reset);
bool WaitForOpen();
void WaitForClose();
void Freeze(FreezeAction mode, FreezeData& data);
int GetCurrentVsyncQueueSize();
void PostVsyncStart(bool registers_written);
void InitAndReadFIFO(u8* mem, u32 qwc);
void RunOnGSThread(AsyncCallType func);
void GameChanged();
void ApplySettings();
void ResizeDisplayWindow(u32 width, u32 height, float scale);
void UpdateDisplayWindow();
void SetVSyncMode(GSVSyncMode mode, bool allow_present_throttle);
void UpdateVSyncMode();
void SetSoftwareRendering(bool software, GSInterlaceMode interlace, bool display_message = true);
void ToggleSoftwareRendering();
bool SaveMemorySnapshot(u32 window_width, u32 window_height, bool apply_aspect, bool crop_borders,
u32* width, u32* height, std::vector<u32>* pixels);
void SetRunIdle(bool enabled);
// Size of the ringbuffer as a power of 2 -- size is a multiple of simd128s.
// (actual size is 1<<m_RingBufferSizeFactor simd vectors [128-bit values])
// A value of 19 is a 8meg ring buffer. 18 would be 4 megs, and 20 would be 16 megs.
// Default was 2mb, but some games with lots of MTGS activity want 8mb to run fast (rama)
static const uint RingBufferSizeFactor = 19;
// size of the ringbuffer in simd128's.
static const uint RingBufferSize = 1 << RingBufferSizeFactor;
// Mask to apply to ring buffer indices to wrap the pointer from end to
// start (the wrapping is what makes it a ringbuffer, yo!)
static const uint RingBufferMask = RingBufferSize - 1;
}